Spiritualize

Spiritualize

Instant

Until end of turn, whenever target creature deals damage, you gain that much life.

Draw a card.

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Set Rarity
Odyssey (ODY) Uncommon

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
Penny Dreadful Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Spiritualize Discussion

ChibiNature on The Pie Raker's Army

1 year ago

VaalVanir First off Electrostatic Field is indeed a great addition is you feel like you've been falling back on to AoE damage as your main win condition. Let's say your play group runs a TON of artifact hate or something, than the damage you get from it is worth the card slot. the only reason I run Firebrand Archer instead is because she deals damage on more than just Instant and Sorcery cards being cast, so the little bit of damage helps.

Sentinel Tower is also a good addition as well, but I haven't gotten around to playtesting it. The main issue with it is that it ONLY works on your turn. But Feather, the Redeemed usually plays her cards on EVERY turn. Which means this card is only really working 1/4th of the time. Its effect is still strong tho, so we shall see.

And here is the reason I do not run any lifegain cards in my deck, I will try to explain as best as possible. Aetherflux Reservoir gives FAR more lifegain than we need. When it gets used, it either dies right away to removal (nothing you can do about that) or you pop off with it and win. I've never had it only go kinda halfway then peeter off, and here is why. The rest of the game I was preparing my boardstate for it, and not gaining life. When Aetherflux Reservoir and Paradox Engine aren't on the field, you'll want to be spending almost all your resources on getting several things; a bunch of mana rocks, 2-3 cantrip cards, and a field full of targetable creatures with either Mirrorwing Dragon or Zada, Hedron Grinder to back them up). If you spent that time gaining life here and there than you would have enough life to MAYBE kill someone right away if you were able to attack with enough guys. But if we are ready for Aetherflux Reservoir when it hits the field in a normal game, we can win that turn easily by cycling through our hand. It will get to the point easily where you are gaining 9-10 health a single spell without the need to attack.

Which also leads me to the second reason we do not run those cards, and it is their restrictions. I'll talk about each one individually. Soul Warden and Soul's Attendant are both ONLY good if you already have a token engine on the field, and at most they will then be gaining you only a little bit of life before we need to do other things with the board (maybe about 7-8 if we're lucky). Soul's Grace will really ONLY ever hit for 1 about 80% of the time, a 2 mana spell that only gains us one life is nowhere near good enough for us. Which means it is only SOMEWHAT decent with you have Zada, Hedron Grinder or Mirrorwing Dragon on the field, and cards that are completely useless without another in a 99 card deck are almost always a bad decision. Spirit Link , Spiritualize , and Take Heart all REQUIRE you to attack with something in order to be effective, and if you recall from earlier, attacking is almost always the way we dont play our deck. We will get maybe 1 solid attack with up to a dozen or so creatures before we either combo off with Aetherflux Reservoir or we eat a boardwipe and need to rebuild. Also Spiritualize is just WAY to heavily costed for a card that will be gaining us 1 life 80% of the time, it draws a card sure, but so do a TON of 1 mana spells in the deck. Student of Ojutai also falls under the WAY to heavily costed category, in fact, he is as expensive as our main win condition, so let us compare the two. Let's say we cast about 8-12 spells a turn when we get the ball rolling, I'll average it to 10 for simplicities sake. With Student of Ojutai on the field that means we will be gaining 20 life, not bad. But with Aetherflux Reservoir on the field that means we will be gaining 55 life, MUCH better. NOW let's say we DONT cast Student of Ojutai and instead use that mana for up to 4 more spells, since he costs 4 and we run a ton of 1 cost cards. Add that on to our already 10 cards cast and that's and extra 50 life! So investing in casting more small spells and cantrips instead of investing in Student of Ojutai is a lot better for our lifegain. Syndic of Tithes is just WAY too taxing on us. Almost all of what we do is 1-2 mana so his extort makes our spell twice as expensive, aka we will be doing half as much for only minimal returns. And you can ONLY use white mana for it, not colorless or red, and we are already stretched pretty thin for colored mana in our deck since many mana rocks tap for colorless. Tablet of the Guilds this one is probably the most "ok" of the lifegain cards so far, unfortunately tho the artifacts in our deck are all good because we can tutor for them a lot. And there is little to no circumstances where I will be tutoring for Tablet of the Guilds instead of something like Paradox Engine or Sunforger , but as a budget option Tablet of the Guilds isnt totally horrible, just not good enough to make the cut. And lastly we have Tandem Tactics for 2 mana it does very little, most of our cards do something, and raw us a card, this card does something and gains us a bit of life. That little bit of life is almost never worth the loss in card draw. Since card draw is afterall, one of Boros main weaknesses.

You also need to consider what you would have to give up for the lifegain cards. You could choose to cut into the Sunforger tools, but then you have no protection, or way to interact with the enemies board state. If you choose to cut into the tutoring creatures/cards then we no longer have any consistency in our deck, and our win percentage drops drastically. And if you cut into our card draw then we are back to square one in Boros EDH where we no longer have enough cards to win the game or combo off. In the end tho it all comes down to how unnecessary it is. Aetherflux Reservoir is more than enough for us, and cards that are being used to to its job but worse, would be better spent helping it do its job safely. "There aint no kill like overkill" is a very false statement in MTG, overkill is expensive and unsafe.

Hope that explained it well enough :)

VaalVanir on The Pie Raker's Army

1 year ago

ChibiNature Okay I have fully bought into the idea of using Aetherflux Reservoir as the main win condition.

As I see it the only way you can win faster is to have another source of life gain so that you can pop Aetherflux Reservoir the moment it resolves. Cards like Soul Warden , Soul's Attendant , and Soul's Grace come to mind. Since you're running Soul's Fire we can consider Spirit Link and Spiritualize

And/or add Sentinel Tower to do the damage directly to the player as you play the spells (Or anyone's spells for that matter, this just turned into a huge deterrence for players to cast on your turn | okay i just ordered this card too)

Yes it is on your turn only but it will supplement Firebrand Archer and Guttersnipe helping with your 2nd win condition, this actually can become your main win condition.

Speaking of Firebrand Archer , want to consider Electrostatic Field ? Same cast cost but a 0/4 to dodge the nasty Pyroclasm .

Mondo1212 on Feather The Redeemed

1 year ago

Here ya go, Derrick,

Where is Gamble

Ramp or extra mana

Fellwar Stone , Fire Diamond , Marble Diamond , MindStone, Sword of the Animist , Thought Vessel , Hardened Berserker , Treasonous Ogre , Neheb, the Eternal , Neheb, Dreadhorde Champion Desperate Ritual , Pyretic Ritual , Seething Song ,

Target spells that are dope

Coordinated Assault , Enrage , Otherworldly Outburst is cool and you can loop it if the creature you buff dies making a token, Samut's Sprint , Titan's Strength , Accelerate , Aleatory , Chaotic Strike , Stun , Niveous Wisps , Carom , Formation gives banding which is spicy, Spiritualize , Stave Off , Bathe in Light , Feat of Resistance , Chaos Warp target tokens to get permanets from your deck for free, and is good removal.

Heroic/Prowess Creatures cuz value

Vanguard of Brimaz , Fabled Hero , Tethmos High Priest , Leonin Iconoclast , Arena Athlete , Akroan Line Breaker , Monastery Swiftspear , Soul-Scar Mage , Dragon-Style Twins ,

these are some cards I think you should look at, don't need all and some might not fit exactly but if you like them then put them in. Cut some lands you can go down to 34 if you add in more artifacts, which go great with paradox engine.

Cards I think you should replace: Emerge Unscathed rebound fucks with your commander it exiles them not letting you put them back into your hand; Aurelia's Fury really expensive to get any good use out of it, or if you want protection during your turns run Grand Abolisher or Silence ; Expose Evil is too slow of a draw engine Mentor of the Meek with the tokens you make is better for drawing; Burnished Hart and Solemn Simulacrum are meh, better to go with artifact ramp that can feed the paradox plan, plus artifact ramp is cheaper and faster; speaking of artifacts Boros Cluestone and Boros Keyrune are good flavor options but aren't that good as other artifacts; Inferno Titan and Sun Titan are good creatures but don't fit into the game plan as well better to put things that help with the gameplan.

multimedia on Feather, the Cantrip Value

1 year ago

Hey, there's several older cards that are not played, or really known which are very good with Feather. These all have draw:

Other cards that can be upgrades for cards currently here:

whalen147 on Featherweight Champion

1 year ago

channelfireball12345 I actually have an Assault Strobe sitting on my desk and I was wondering what it should replace, lol

I added Spiritualize since it could helps with life for Aetherflux Reservoir but probably isn't good enough to stay here. I'll swap them and see how it plays!

channelfireball12345 on Featherweight Champion

1 year ago

Assault Strobe might fit well. I’d use it to replace Spiritualize , which just isn’t that strong.

griffstick on Firesong and Sunspeaker + spiritualize

1 year ago

I think it's an old wording too. Spiritualize should say "until the end of turn target creature has "whenever this creature deals damage gain that much life.""

Caerwyn on Firesong and Sunspeaker + spiritualize

1 year ago

jshuttera - I don't think this has been explained very well on this thread, and, while this is an old thread, I wanted to help you understand since you were confused.

Spiritualize does not give the creature an ability. Rather, Spiritualize create a delayed trigger that activates if the targeted creature deals damage.

Per rule 603.7d, the source of that delayed trigger is Spiritualize, not the creature. Specifically:

_ If a spell creates a delayed triggered ability, the source of that delayed triggered ability is that spell. The controller of that delayed triggered ability is the player who controlled that spell as it resolved._

Thant makes it seem like it should work, correct?

Not exactly. A delayed trigger goes on the stack as its own entity (603.3: Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority.).

While Spiritualize might be the source of the trigger, it is the delayed trigger that causes the gain of life, not Spiritualize itself.

This is specifically stated in the Gatherer rulings for Firesong and Sunspeaker: Firesong and Sunspeaker’s last ability doesn’t trigger if a triggered ability of a white instant or sorcery spell or card causes you to gain life, such as the triggered ability of Renewed Faith when it’s cycled.

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